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D&D 5E Charisma Conundrum

Zardnaar

Legend
But, what is being ignored are the following...
HEX last longer at higher level is right, even past short rest - long as you dont do rituals st all during that time and that whole book of secrets for more casting then falls out a bit. Matter of fact, when one factors owls for advsantage into examples as was done earlier - then the ritual casting of familiar to replace it after combats seems to nit gonna allow both familiar and more than one fight HEX to be, well, reliable.

EB with agonizing going more than a wizard cantrip is correct but that is faulty on two fronts. 1 its comparing cantrip plus festure agasinst cantrip. 2 the measure for combat it must meet is not against wizards just throwing cantrips but against wizards throwing "whatever spells they want" as it were.

But again, when all these things are assumed to not matter, when the assumptions ripun in one direction... in those campaigns with those judgements- I am sure it's awesome.

You can compare agonising blast to portent. They turn up at level two.

Or bard dice or radiance of the dawn etc.
The simpist build I suppose is a fiendpact tomelock. You can still get guidance for example a d just be a glorified Archer dumping a fireball or burning hands as required.

I tend to use invocations more for utility except agonising blast.
 
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5ekyu

Hero
You can compare agonising blast to portent. They turn up at level two.

Or bard dice or radiance of the dawn etc.
The simpist build I suppose is a fiendpact tomelock. You can still get guidance for example a d just be a glorified Archer dumping a fireball or burning hands as required.

I tend to use invocations more for utility except agonising blast.
You can compare anything to anything. You just might not get convincing results. But in general picking two features out of classes with quite different combos of features and comparing them is faulty. Wsrlocks dont just get EB and Diviners dont just get Portent. It's the overall packages and capabilities across a campaign in play that matters.
 

Zardnaar

Legend
You can compare anything to anything. You just might not get convincing results. But in general picking two features out of classes with quite different combos of features and comparing them is faulty. Wsrlocks dont just get EB and Diviners dont just get Portent. It's the overall packages and capabilities across a campaign in play that matters.

They do but every wizard only gets an ability at level 2.

Apart from that it's arcane recovery.

A warlock gets 3 invocations, spells, bards get bard dice, sing if rest expertise and spells.

That's all in the first 5 levels. Every spellcaster gets more and at low levels the superior wizard spell list only goes so far with the amount of spell slots they get.

That changes later on but I've already that's when the wizard gets better.

That's 5 levels most spellcaster classes are front loaded and 90% of games finish by level 10.
 

Ashrym

Legend
This is the point most worth noting in this imo...

"Unless you have a wizard subclass that adds 4 cantrips wizard are behind based on class potential."

No, not really, it shows they have different counts on numbers of cantrips. Different classes have that all over the place. Not just in cantrip vount tho, but in lots of different things.

I meant "behind in cantrips based on class potential". That wasn't clear so you have my apologies. My point was that cantrips matter at low levels (except damage cantrips) and having more is an advantage. There's no wizard build that can add equal or exceed warlock cantrips if both are taking advantage of them.

At-will is a warlock schtick when it comes to casters. Cantrips, SLA's, and relevant invocations.

I see this often when folks post about the "'problem with EB." They complain about the cantrip but the complaint is not about the cantrip alone but about the cantrip on the wsrlock eith multiple class features adding in... invocations. Then its compared to regular canttips, not other classes and their features.

"They", whoever they are, are not me. You can check out the discussion Zard and I had in his remake the bard thread to see more on how I look at it. The context is a bard picking up eldritch blast and hex, and I definitely looked a sneak attacks and evokers for damage comparisons.

What makes eldritch blast "good" is that it works like extra attacks and multiplies damage bonuses. It's agonizing blast that gets multiplied out and that does make it a good damage cantrip compared to other spell casters using damage cantrips. The problem is hex isn't reliable as sustained at-will damage when it conflicts with so many concentration options.

Evokers gain save-for-half instead of save-for-none and add INT bonus to cantrips to a single target later in comparison. Decent for cantrips but it's still behind warlock at-will damage. Extra attack with weapons tends to beat cantrips in general.

The more that is chosen to be left out the less reliable the conclusion will be in actual play when those left-outs matter.

Which is why I post actual builds and request them instead of hypotheticals. That gives better opportunities for direct comparisons and avoids Shrodinger arguments. It's also why I pointed out some of the other options I done with warlocks and included that I couldn't do all of them at the same time at specific level being discussed at the time. ;)

I am not disputing that a wsrlock with tome can have more cantrips than a wizard... have not done so... just not believing that fact in isolation shows much about the ability or inability to build characters that are of comparable value in actual play.

How did you not do so on a tome warlock? The default is 2 more cantrips than a wizard and 1 more cantrip than a wizard who adds a cantrip via subclass. Most wizard traditions don't offer additional cantrips so not having more cantrips on a tome warlock vs wizard would be the exception, not the rule.

The main point I got into about the cantrip count with the wsrlock guide expert thing was that it seemed the example was not using the rules right in that example or assuming one side made choices like the feat that the other could but wasnt. Turns out, it was right, the example had the incorrect count.

A mistake in the count doesn't change the generality here. We can include wizard subclasses, but tome simply gives a lot of cantrips.

As for unseen vs prepping etc - again, it was originally presented as some sort of boost to wsrlock that they could take one of those four level-locked known as unseen servant but the wizard wouldnt. My counterpoint was that the 6 daily- change allowed even more freedom for the wizard to make that choice if he saw a reason to. So, it's not a plus that the wsrlock can choose to commit one of four yo unseen servant for a level while the wizard can choose to commit one of his six and change it daily (short hand for long rest.) The wizard won't need to fo so as often but has the same potential with less "risk".

My point was there's no reason to and that's why the wizard wouldn't do it.

I can build a decent wizard. And yes diviner and bladesinger are on that list.

Low level warlocks better at combat, social, and competitive with exploration. Doesn't matter to much if they run out of spells they're still a decent Archer.

Wizards run out of gas very fast low levels and rituals don't get that good until level 3.

There's multiple other classes that are better than wizards early. Wizards good at aoe but so are other classes.

What's a wizard the best at low level.

Damage? Nope
Support nope.
Exploration? Debatable
Can't heal
AoE probably not (light clerics).

Some subclasses are competitive, most aren't. Even land Druids are giving them a close run.

They're not crap I rate them as good enough but they're also squishy low AC and probably don't have the spells slots to buff ac and even then it's only around every other class. And the other classes have a d8 hd. Except sorcerer I suppose.

At 3rd level a wizard is better off using a light crossbow too, lol. Cantrip damage is a hard sell.

As for squishier, I tend to prep mage armor, shield, and absorb elements early. That's also why I know wizards aren't prepping rituals, lol.

That translates into a 15 or 16 AC with a situational bonus to make heavy armor levels of AC if needed. The hp difference is 20 hp for wizard (14 CON) compared to 24 hp for the warlock. Armor of agathys is my defensive spell on a warlock.

In my experience, better AC beats more hitpoints.

There are spells on the wizard list that give or enable healing, or some tradition abilities. Catnap and life transference, later clone and wish, or spells that facilitate resting. The transmuter's stone gains healing ability as well, for example. Spells like vampiric touch or soul cage grant self-healing. All classes self-heal through hit dice on a short rest so anything that facilitates short rests are going to grant healing.

At 3rd level it might be nothing or it might be rope trick. It's not so much no healing as less healing.

AoE's favor wizards over warlocks. More options. At those early levels it's pretty much shatter vs shatter and arms of hadar vs thunder wave so kind of a wash. What a light cleric has or does not have isn't relevant to a comparison between wizards and warlocks. That's a red herring. ;)

As for utility and support, you and 5ekyu both seem to miss the limitations on either class in the discussion, Zard. ;)

We've been discussion 3rd level / tier 1, to keep it in context. I posted my 3rd level from a warlock I played previously, you have been using the celestial tomelock for your example, and 5ekyu brought up diviners and portent for his specific example so we're comparing to a diviner build. 5ekyu also offered up his spell list for a past warlock build.

Me: fey (for flavor); fey presence; prestidigitation, light, guidance, resistance, friends; armor of agathys, unseen servant, witch bolt, shatter; speak with animals and find familiar rituals; misty visions, book of ancient secrets; 16 DEX with light crossbow for damage. Shatter is my AoE, witch bolt my single target damage increase; armor of agathys is my defense; the rest are utility. Witch bolt gets replaced at 5th level when I bring eldritch blast on line.

You: celestial (for healing); healing pool; eldritch blast, something forgettable, light, sacred flame, guidance, shocking grasp, druidcraft; hex, guiding bolt, flaming sphere, comprehend languages; unseen servant and find familiar rituals; EB+agonizing blast for damage plus hex situationally. Situationally because you have so many concentration abilities that hex is unlikely to be maintained at any level; the only alternative is to not use all those concentration abilities. The other noticeable issue is 3 damage cantrips and 2 damage spells not counting hex. The concentration conflict will cost you in utility, and the abundance of damage spells takes away from utility.

5ekyu: message, minor Illusion, guidance, friends, save or effect cantrip of some sort; weapon damage; misty visions and book of ancient secrets; undisclosed spells; undisclosed cantrips but obviously 2 at a minimum can cover unseen servant and find familiar

Your utility is light, guidance, druidcraft, and comprehend languages; find familiar and unseen servant. Mine is fey presence, light, guidance, prestidigitation, resistance, friends, unseen servant; find familiar and speak with animals rituals. 5ekyu and I can both cast silent image at will with our examples and have more utility in our cantrips because neither is using so many damage cantrips.

A diviner (no one posted a build): portent was specifically mentioned. I pointed out I favor defensive spells on wizards so going with my example.... light, prestidigitation, probably a save or effect cantrip with one more utility cantrip at best; spellbook -- armor, shield, identify, detect magic, find familiar, unseen servant, comprehend languages, sleep(?), shatter (to claim AoE), levitate(?) (@5ekyu if you post your spells at that level I would be happy to discuss them. I went heavy on rituals because of our discussion on the wizard ritual advantage and took rituals I personally like to take); prepped -- armor, shield, sleep, pick a ritual that might seem like it would be important to be able to cast quickly, shatter, levitate

The diviner has no advantage in damage or AoE. The diviner has no advantage in cantrips and is behind in every example. The diviner and warlocks each took good rituals and the diviner does have the advantage of detecting magic or identifying items faster than the warlocks (situational and minor). The wizard does not offer healing (not all warlocks examples do either). The argument needs to be made to demonstrate INT is as effective as CHA in the social pillar and using social spells was not feasible after including other spell options discussed -- 2 warlock examples easily fit in friends; giving up the argument for rituals allows for including charm person. Levitate might give an exploration benefit that's replaceable by climbing kits or grappling hooks (or both) and it definitely gives a combat advantage not covered in the damage or defense examples. Zard's warlock has no defensive options beyond a few more hp and light armor. Damage mitigation normally trumps damage healing.

In all cases unlimited misty visions has a very definite advantage over spell slots, which was my original argument. Warlocks have the advantage in cantrips, which was an argument I later added. Rituals are not a significant advantage at this point where every example is including solid rituals in that level range. The diviner has portent which is pretty good and the warlocks have fey presence or a healing pool; each is useful. The wizard has the better defensive and status effect options in what I listed (shield, armor, levitate offensively or defensively) but those are restricted by the limited number of spell slots.

Anyone who wants to contribute different choices in the wizard or warlock at low levels is welcome, of course.

Personally my problem with EB + hex warlocks and combat is that virtually every weapon based class is better at damage than them - and by choosing to use hex in combat they are basically giving up their more powerful spells.

Don't get me wrong - hex is a great option to have against single enemies that have legendary resistance or low AC. But in general against groups there's much better spells a warlock can cast.

The only time hex and EB starts to look okay is when looking at a ranger after level 11 - because rangers get crappy combat boosts past level 11. I mean even a lowly (non-hasted) rogue does a good job keeping up in damage with EB + Agonizing blast + Hex (even in tier 3)

yup

Hex can last longer than a short rest in the mid levels.

That's only true if the warlock doesn't cast another concentration spell, ritual, or fail a concentration saving throw every time damage is inflicted. It's not a reasonable expectation. Are you really telling me you take all those concentration spells to never cast them for extended periods of time?

Spell casters cannot do both. One restricts the other in all cases.

Nova is shorthand for whatever spell they want to cast. Could be a frireball, could be hypnotic pattern.

EB by itself is still decent relative to what wizards can do with cantrips.

Charisma will usually get to 20 and 1d10+5 force damage is better than 1d10 fire damage.

Or 2d10 or 3d10 etc as it scales.

It's almost double damage.

The problem is it's still good for spell casters but not necessarily good in general, single target, and not better than your hypnotic pattern example. A wizard's or bard's ability to let heavy damage weapon users do damage without taking damage in return is where their real strengths lay in combat.

It was a long post and entirely possible my thoughts wandered between the time I started and finished. ;)
 

FrogReaver

As long as i get to be the frog
@Ashrym

You really need to stop quoting 20 different posts from 10 different users all at once and then writing a book back to each. Too annoying to read through.
 

Zardnaar

Legend
I would devote more options to defensive if very little or no healing was available.

I also subscribe to the kill stuff faster school of thought of damage prevention. That's true of every edition of D&D.

There's not a huge amount a warlock can do defensively as they don't have the required spells. Any wizard investing heavily in those spells early on is probably a cantrip spammer at that point anyway.

May as well be an Archer at that point.

Yes I'll use mage armor, shield absorb elements but probably not early on. I'll go with hide behind everyone else in that situation.
 

Ashrym

Legend
I would devote more options to defensive if very little or no healing was available.

I also subscribe to the kill stuff faster school of thought of damage prevention. That's true of every edition of D&D.

There's not a huge amount a warlock can do defensively as they don't have the required spells. Any wizard investing heavily in those spells early on is probably a cantrip spammer at that point anyway.

May as well be an Archer at that point.

Yes I'll use mage armor, shield absorb elements but probably not early on. I'll go with hide behind everyone else in that situation.

That build isn't killing stuff faster enough and cantrip spamming is what your warlock is doing. The wizard example included shatter for AoE and would use weapons for damage because the weapons do more damage than the cantrips. The benefit of the cantrips is the status effects that come with them; pick a favorite status effect. The damage is more of a bonus to go along with the effect.

Guiding bolt is nice but at 5th level agonizing blast on my flavor build covers the at-will damage well enough in comparison over a slot, and the diviner example could just as easily have been magic missile for auto hit ability or ice knife for a ranged AoE instead of sleep. Witch bolt is not a great spell on my flavor build but it's still 2d12 automatic damage after the 1st round as long as distance isn't broken 6d12 damage over 3 rounds of combat for the same slot as guiding bolt's 5d6 in 1 round is better than a person might think. I'd be good with getting 2 rounds out of it over guiding bolt.

Flaming sphere is the only spell I like on your known spells would consider taking at those levels, and the diviner could have done that instead of shatter. You could have skipped hex and eldritch blast, kept guiding bolt and flaming sphere for damage, used a light crossbow almost as effectively as eldritch blast at that level and kept your concentration open for flaming sphere, and opened up an invocation and another spell for very little change in actual damage.

Don't fixate on eldritch blast before it's worth it. ;)
 

Zardnaar

Legend
That build isn't killing stuff faster enough and cantrip spamming is what your warlock is doing. The wizard example included shatter for AoE and would use weapons for damage because the weapons do more damage than the cantrips. The benefit of the cantrips is the status effects that come with them; pick a favorite status effect. The damage is more of a bonus to go along with the effect.

Guiding bolt is nice but at 5th level agonizing blast on my flavor build covers the at-will damage well enough in comparison over a slot, and the diviner example could just as easily have been magic missile for auto hit ability or ice knife for a ranged AoE instead of sleep. Witch bolt is not a great spell on my flavor build but it's still 2d12 automatic damage after the 1st round as long as distance isn't broken 6d12 damage over 3 rounds of combat for the same slot as guiding bolt's 5d6 in 1 round is better than a person might think. I'd be good with getting 2 rounds out of it over guiding bolt.

Flaming sphere is the only spell I like on your known spells would consider taking at those levels, and the diviner could have done that instead of shatter. You could have skipped hex and eldritch blast, kept guiding bolt and flaming sphere for damage, used a light crossbow almost as effectively as eldritch blast at that level and kept your concentration open for flaming sphere, and opened up an invocation and another spell for very little change in actual damage.

Don't fixate on eldritch blast before it's worth it. ;)

When you have 7 cantrips may as well take it even without agonising blast.

Witch bolt is also terrible. May as well take hex over it.
 

Ashrym

Legend
When you have 7 cantrips may as well take it even without agonising blast.

Witch bolt is also terrible. May as well take hex over it.

Witchbolt is only terrible because of the range requirement to maintain it.

The auto-hit on subsequent rounds makes it better damage than eldritch blast at 1st, 3rd, and 4th level even with agonizing blast as long as that range is maintained. Even with hex agonizing blast is 5.5+3+3.5 for 12 damage 60-65% of the time while witch bolt is 13 damage 100% of the time on subsequent damage at 3rd level. That's the same action and concentration costs for slightly more damage and significantly less investment.

Use your familiar for help to land witch bolt that first round, and do it when expecting the target not to leave in order to avoid the damage, or hope the target triggers opportunity attacks by moving. Witch bolt isn't a good spell but it's better than one might realize.

The problem with hex is that no matter how many times you mention taking it, it will continue to be problematic. If you maintain hex, you don't cast flaming sphere, guidance, or use any of your rituals. If you do any of those, you don't maintain hex. The only way around that is to keep spending spell slots on casting hex, which is even harder on a warlock than it was on your bard build in our previous discussion. On the build you have in mind, I would expect hex to be down the vast majority of the time and only cast for an important battle that might take some time.
 

5ekyu

Hero
I meant "behind in cantrips based on class potential". That wasn't clear so you have my apologies. My point was that cantrips matter at low levels (except damage cantrips) and having more is an advantage. There's no wizard build that can add equal or exceed warlock cantrips if both are taking advantage of them.

At-will is a warlock schtick when it comes to casters. Cantrips, SLA's, and relevant invocations.



"They", whoever they are, are not me. You can check out the discussion Zard and I had in his remake the bard thread to see more on how I look at it. The context is a bard picking up eldritch blast and hex, and I definitely looked a sneak attacks and evokers for damage comparisons.

What makes eldritch blast "good" is that it works like extra attacks and multiplies damage bonuses. It's agonizing blast that gets multiplied out and that does make it a good damage cantrip compared to other spell casters using damage cantrips. The problem is hex isn't reliable as sustained at-will damage when it conflicts with so many concentration options.

Evokers gain save-for-half instead of save-for-none and add INT bonus to cantrips to a single target later in comparison. Decent for cantrips but it's still behind warlock at-will damage. Extra attack with weapons tends to beat cantrips in general.



Which is why I post actual builds and request them instead of hypotheticals. That gives better opportunities for direct comparisons and avoids Shrodinger arguments. It's also why I pointed out some of the other options I done with warlocks and included that I couldn't do all of them at the same time at specific level being discussed at the time. ;)



How did you not do so on a tome warlock? The default is 2 more cantrips than a wizard and 1 more cantrip than a wizard who adds a cantrip via subclass. Most wizard traditions don't offer additional cantrips so not having more cantrips on a tome warlock vs wizard would be the exception, not the rule.



A mistake in the count doesn't change the generality here. We can include wizard subclasses, but tome simply gives a lot of cantrips.



My point was there's no reason to and that's why the wizard wouldn't do it.



At 3rd level a wizard is better off using a light crossbow too, lol. Cantrip damage is a hard sell.

As for squishier, I tend to prep mage armor, shield, and absorb elements early. That's also why I know wizards aren't prepping rituals, lol.

That translates into a 15 or 16 AC with a situational bonus to make heavy armor levels of AC if needed. The hp difference is 20 hp for wizard (14 CON) compared to 24 hp for the warlock. Armor of agathys is my defensive spell on a warlock.

In my experience, better AC beats more hitpoints.

There are spells on the wizard list that give or enable healing, or some tradition abilities. Catnap and life transference, later clone and wish, or spells that facilitate resting. The transmuter's stone gains healing ability as well, for example. Spells like vampiric touch or soul cage grant self-healing. All classes self-heal through hit dice on a short rest so anything that facilitates short rests are going to grant healing.

At 3rd level it might be nothing or it might be rope trick. It's not so much no healing as less healing.

AoE's favor wizards over warlocks. More options. At those early levels it's pretty much shatter vs shatter and arms of hadar vs thunder wave so kind of a wash. What a light cleric has or does not have isn't relevant to a comparison between wizards and warlocks. That's a red herring. ;)

As for utility and support, you and 5ekyu both seem to miss the limitations on either class in the discussion, Zard. ;)

We've been discussion 3rd level / tier 1, to keep it in context. I posted my 3rd level from a warlock I played previously, you have been using the celestial tomelock for your example, and 5ekyu brought up diviners and portent for his specific example so we're comparing to a diviner build. 5ekyu also offered up his spell list for a past warlock build.

Me: fey (for flavor); fey presence; prestidigitation, light, guidance, resistance, friends; armor of agathys, unseen servant, witch bolt, shatter; speak with animals and find familiar rituals; misty visions, book of ancient secrets; 16 DEX with light crossbow for damage. Shatter is my AoE, witch bolt my single target damage increase; armor of agathys is my defense; the rest are utility. Witch bolt gets replaced at 5th level when I bring eldritch blast on line.

You: celestial (for healing); healing pool; eldritch blast, something forgettable, light, sacred flame, guidance, shocking grasp, druidcraft; hex, guiding bolt, flaming sphere, comprehend languages; unseen servant and find familiar rituals; EB+agonizing blast for damage plus hex situationally. Situationally because you have so many concentration abilities that hex is unlikely to be maintained at any level; the only alternative is to not use all those concentration abilities. The other noticeable issue is 3 damage cantrips and 2 damage spells not counting hex. The concentration conflict will cost you in utility, and the abundance of damage spells takes away from utility.

5ekyu: message, minor Illusion, guidance, friends, save or effect cantrip of some sort; weapon damage; misty visions and book of ancient secrets; undisclosed spells; undisclosed cantrips but obviously 2 at a minimum can cover unseen servant and find familiar

Your utility is light, guidance, druidcraft, and comprehend languages; find familiar and unseen servant. Mine is fey presence, light, guidance, prestidigitation, resistance, friends, unseen servant; find familiar and speak with animals rituals. 5ekyu and I can both cast silent image at will with our examples and have more utility in our cantrips because neither is using so many damage cantrips.

A diviner (no one posted a build): portent was specifically mentioned. I pointed out I favor defensive spells on wizards so going with my example.... light, prestidigitation, probably a save or effect cantrip with one more utility cantrip at best; spellbook -- armor, shield, identify, detect magic, find familiar, unseen servant, comprehend languages, sleep(?), shatter (to claim AoE), levitate(?) (@5ekyu if you post your spells at that level I would be happy to discuss them. I went heavy on rituals because of our discussion on the wizard ritual advantage and took rituals I personally like to take); prepped -- armor, shield, sleep, pick a ritual that might seem like it would be important to be able to cast quickly, shatter, levitate

The diviner has no advantage in damage or AoE. The diviner has no advantage in cantrips and is behind in every example. The diviner and warlocks each took good rituals and the diviner does have the advantage of detecting magic or identifying items faster than the warlocks (situational and minor). The wizard does not offer healing (not all warlocks examples do either). The argument needs to be made to demonstrate INT is as effective as CHA in the social pillar and using social spells was not feasible after including other spell options discussed -- 2 warlock examples easily fit in friends; giving up the argument for rituals allows for including charm person. Levitate might give an exploration benefit that's replaceable by climbing kits or grappling hooks (or both) and it definitely gives a combat advantage not covered in the damage or defense examples. Zard's warlock has no defensive options beyond a few more hp and light armor. Damage mitigation normally trumps damage healing.

In all cases unlimited misty visions has a very definite advantage over spell slots, which was my original argument. Warlocks have the advantage in cantrips, which was an argument I later added. Rituals are not a significant advantage at this point where every example is including solid rituals in that level range. The diviner has portent which is pretty good and the warlocks have fey presence or a healing pool; each is useful. The wizard has the better defensive and status effect options in what I listed (shield, armor, levitate offensively or defensively) but those are restricted by the limited number of spell slots.

Anyone who wants to contribute different choices in the wizard or warlock at low levels is welcome, of course.



yup



That's only true if the warlock doesn't cast another concentration spell, ritual, or fail a concentration saving throw every time damage is inflicted. It's not a reasonable expectation. Are you really telling me you take all those concentration spells to never cast them for extended periods of time?

Spell casters cannot do both. One restricts the other in all cases.



The problem is it's still good for spell casters but not necessarily good in general, single target, and not better than your hypnotic pattern example. A wizard's or bard's ability to let heavy damage weapon users do damage without taking damage in return is where their real strengths lay in combat.

It was a long post and entirely possible my thoughts wandered between the time I started and finished. ;)
Re wizards prepping rituals...
"My point was there's no reason to and that's why the wizard wouldn't do it."

But then you are just wrong.

The issue was brought up by others due to how having the option to cast Unsern Servant as a slot in 1 action not as a ritual has advantages - including not taking concentration but also as a quick effect, not wating 10m. For some, like Comprrhend Languages, it's just time saving. Having it slotted for a wizard allows either, just like it would for a book of rituals warlock who chose it as one of its four.

So, there are reasons to do so. I did it myself when running a wizard about two to three campaigns ago where I got a lot of mileage out of US and that included ritual cast and slot cast. So, if I had a concentration dprll going I could cast US. Could so so in combat. Etc.
The point I was making yo that poster was that the eizard having at the level they cherried had 6 prep slots vs warlock 4 and could change them daily not at level, so it was even easier for the wizard, not the warlock.

If you see it as no reason to do it for a wizard, that helps explain a lot.
 

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